OGC:Inquisitor (3.5e Prestige Class)

From D&D Wiki
Jump to navigation Jump to search
This material is published under the OGL 1.0a.

Inquisitor

Becoming an Inquisitor

An inquisitor must be completely dedicated to the law, and she must possess the skills required to wring the truth from those who would lie to her. Investigators and justices are especially well suited to this path, but inquisitors have also started their lives as clerics, wizards, and even rogues.

To become an inquisitor, a character must fulfill all of the following criteria.

Entry Requirements
Alignment: Any lawful
Skills: Intimidate 4 ranks, Knowledge (law) 5 ranks, Sense Motive 4 ranks
Code of Conduct: An inquisitor must swear to uphold the laws of a particular organization — a nation, a church, a city-state, etc. If he is lawful evil, this may mean following the letter of the law rather than the intent, but if he blatantly breaks the laws he is bound by he loses all inquisitor spells and special abilities until he atones for his acts (using the atonement spell or a similar action).
Table: The Inquisitor

Hit Die: d4

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th
1st +0 +0 +0 +2 Spell Substitution, Truthreader 4 3 2
2nd +1 +0 +0 +3 5 4 3
3rd +1 +1 +1 +3 Bonus Feat 5 4 3 2
4th +2 +1 +1 +4 5 4 4 3
5th +2 +1 +1 +4 Advanced Truthreader 6 5 4 3 2
6th +3 +2 +2 +5 Bonus Feat 6 5 4 4 3
7th +3 +2 +2 +5 6 5 5 4 3 2
8th +4 +2 +2 +6 6 5 5 4 4 3
9th +4 +3 +3 +6 Bonus Feat 6 6 5 5 4 4 2
10th +5 +3 +3 +7 Spirit of Truth 6 6 5 5 4 4 3 1

Class Skills (4 + Int modifier per level)
Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (all skills, taken separately) (Int), Listen (Wis), Profession (Wis), Sense Motive (Wis), Speak Language, Spellcraft (Int), Spot (Wis).

Class Features

All of the following are class features of the inquisitor.

Weapon and Armor Proficiency: A character does not gain proficiency with any sort of weapons or armor when she becomes an inquisitor.

Spells: Magic is the primary tool of the inquisitor. Beginning at first level, an inquisitor gains the ability to cast divine spells. To cast a spell, an inquisitor must have a Wisdom score of at least 10 + the spell’s level, so an inquisitor with a Wisdom of 10 or lower cannot cast spells. Inquisitor bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + Spell Level + the inquisitor’s Wisdom modifier (if any). An inquisitor gains her spells by taking an hour in the morning to meditate on the pursuit of justice and the tasks that lie ahead of her. An inquisitor casts spells in the same manner as a cleric, but she does not receive domains or domain spells. If she does not revere a particular god, her divine focus will be her symbol of office. The inquisitor’s spell list is provided below.

Inquisitors choose spells from the following list. An inquisitor has access to all spells of a particular level, just like a cleric or druid.

0—agony, cloud the guilty mind, detect bloodtraces, detect heretic, detect magic, detect poison, direct conversation, message, pins and needles, read magic, read the guilty face, sleep of the unjust, testimony of the broken window

1st—blood spilled anew, cause fear, charm person, detect magical residue, final vision, form bloodstone, identify, sanctuary, see the face

2nd—augury, ban, detect thoughts, follow the bloody trail, gentle repose, indelible mark, mystical manacles, painful truth, scare, tongues, zone of truth

3rd—bestow curse, detect mystical streams, discern lies, dispel magic, garble, hold person, light of truth, locate object, remove curse, speak with dead

4th—break enchantment, dimensional anchor, divination, lesser geas, locate creature, mark of justice, modify memory, scrying, weaken resistance

5th—atonement, commune, excommunicate, forget, malediction, nightmare, taboo

6th—Geas/Quest, greater mark of justice, greater scrying, sever from the source, steal the painful memory

7th—anathema, binding, demand, dictum, discern location, scourge

Forget, taboo, and weaken resistance can be found in the book Dynasties and Demagogues, also by Atlas Games. Ban, excommunicate, and anathema can only be used by an inquisitor who holds a church office. In addition, an inquisitor will generally only have access to one of either painful truth or zone of truth.

Spell Substitution: When casting a spell, an inquisitor can lose any prepared spell of equal or greater level in its place. For example, if an inquisitor who has memorized detect poison, detect magic, and charm person wishes to cast detect magic, she could lose detect poison or charm person in its place, thus retaining her ability to detect magic later in the day. As a result, the inquisitor is less versatile than a sorcerer but more flexible than a cleric. This versatility can be very important, since an inquisitor may not know at the start of the day what sort of cases will come her way.

Truthreader: Whenever an inquisitor casts discern lies, light of truth, painful truth, read the guilty face, zone of truth, or another spell that exposes falsehoods or forces a victim to speak the truth, the saving throw DC is increased by 2.

Bonus Feats: At 3rd level and every three levels thereafter, an inquisitor gains one feat from the following list: Alertness, Careful Listener, Hard to Fool, Heighten Spell, Negotiator, Skill Focus (Intimidate), Skill Focus (Sense Motive), Spell Focus (Divination), Spell Focus (Enchantment).

The inquisitor must meet the prerequisites of any bonus feat she wishes to take.

Advanced Truthreader: At 5th level, an inquisitor’s ability to reveal the truth increases. Whenever she casts a spell that exposes lies or forces a victim to tell the truth, the saving throw DC is increased by 4. This is not cumulative with the bonus from the basic Truthreader ability.

Spirit of Truth: At 10th level, an inquisitor develops a sixth sense for recognizing falsehoods. She may discern lies at will. This is a spell-like ability. Its effects are identical to the spell, except that it has an indefinite duration and is considered to be a 5th-level spell for purposes of saving throws and defensive magic.



Back to Open Game ContentClassesPrestige Classes


Back to Main PagePublication ListPublishersAtlas GamesCrime and Punishment

Section 15: Copyright Notice (Padlock.pngplace problems on the discussion page).
Stop hand.png Inquisitor from Crime and Punishment, © 2003, Atlas Games; Author Keith Baker, based on original material by Keith Baker. It is covered by the Open Game License v1.0a, rather than the GNU Free Documentation License 1.3. To distinguish it, these items will have this notice. If you see any page that contains Open Game License v1.0a material and does not show this license statement, please contact an admin so that this license statement can be added. It is our intent to work within this license in good faith.
Crime and Punishment Transcribed Content
Crime and Punishment
Classes
Skills
Feats
Equipment
Magic Items
Blood Drinking (3.5e Equipment)Bottled Spirits (3.5e Equipment)Circle of Thought (3.5e Equipment)Clinging (3.5e Equipment)Cloak of Shadows (3.5e Equipment)Collar of Dreamless Sleep (3.5e Equipment)Collar of Pain (3.5e Equipment)Collar of Pain Control Ring (3.5e Equipment)Death Coins (3.5e Equipment)Enchanted Manacles (3.5e Equipment)Figurine of Wondrous Power, Bloodhound (3.5e Equipment)Gloves of Subtle Casting (3.5e Equipment)Honor's Seat (3.5e Equipment)Key Talisman (3.5e Equipment)Mana Manacles (3.5e Equipment)Manacles of Ghostly Binding (3.5e Equipment)Manacles of Maintenance (3.5e Equipment)Mantle of the Inquisitor (3.5e Equipment)Message Stones (3.5e Equipment)Monocle of Aura Comparison (3.5e Equipment)Orb of Dimensional Stability (3.5e Equipment)Orb of Silence (3.5e Equipment)Phantom Blade (3.5e Equipment)Portable Cell (3.5e Equipment)Powder of Power (3.5e Equipment)Ring of Truth (3.5e Equipment)Robe of Deception (3.5e Equipment)Rod of Containment (3.5e Equipment)Sentinel Stone (3.5e Equipment)Sentinel Stone, Greater (3.5e Equipment)Silent Passenger (3.5e Equipment)Sleeper Net (3.5e Equipment)Spectacles of Speculation (3.5e Equipment)Spellbane's Bolt (3.5e Equipment)Spellbane's Bolt, Greater (3.5e Equipment)Stone of Wit (3.5e Equipment)Tentacle Rope (3.5e Equipment)Thought Disruption (3.5e Equipment)Trackless Boots (3.5e Equipment)
Spells
Agony (3.5e Spell)Anathema (3.5e Spell)Animate Net (3.5e Spell)Aural Disruption (3.5e Spell)Ban (3.5e Spell)Blood Spilled Anew (3.5e Spell)Bumble (3.5e Spell)Cloak of Silence (3.5e Spell)Cloud the Guilty Mind (3.5e Spell)Detect Bloodtraces (3.5e Spell)Detect Heretic (3.5e Spell)Detect Magical Residue (3.5e Spell)Detect Mystical Streams (3.5e Spell)Direct Conversation (3.5e Spell)Endure Pain (3.5e Spell)Excommunicate (3.5e Spell)Final Vision (3.5e Spell)Follow the Bloody Trail (3.5e Spell)Form Bloodstone (3.5e Spell)Garble (3.5e Spell)Greater Mark of Justice (3.5e Spell)Hinder (3.5e Spell)Indelible Mark (3.5e Spell)Induced Illiteracy (3.5e Spell)Light of Truth (3.5e Spell)Malediction (3.5e Spell)Mystic Opposition (3.5e Spell)Mystical Manacles (3.5e Spell)Mystical Void (3.5e Spell)Opposing Currents (3.5e Spell)Painful Truth (3.5e Spell)Pins and Needles (3.5e Spell)Read the Guilty Face (3.5e Spell)Scatterbrain (3.5e Spell)Scourge (3.5e Spell)See the Face (3.5e Spell)Sever from the Source (3.5e Spell)Sleep of the Unjust (3.5e Spell)Steal the Painful Memory (3.5e Spell)Testimony of the Broken Window (3.5e Spell)
Divinity
Variant Rules
Creatures, Templates and NPCs